Game Development
Semester: |
SS 2019 |
Type: |
Practical |
Lecturer: |
|
Credits: |
|
Contact: |
gamedev@cs.rwth-aachen.de |
Note: This page is for a course from a previous semester.
Find a list of current courses on the Teaching page.
Find a list of current courses on the Teaching page.
Type |
Date |
Room |
---|---|---|
Kickoff Meeting | TBA | Building E3, Room 118 |
Milestone I | TBA | Building E3, Room 118 |
Milestone II | TBA | Building E3, Room 118 |
Milestone III | TBA | Building E3, Room 118 |
Final Presentation | TBA | Building E3, Room 118 |
Description
In this practical course, the students will implement graphics effects and some game mechanics. The resulting application will be a tech demo featuring graphics effects and mechanics that are typically seen in 3D video games. For the practical course there will be an initial kickoff meeting, three milestone meetings (distributed over the semester) and a final presentation.
Requirements
- Solid knowledge of C++ programming
- Attended the lecture Basic Techniques in Computer Graphics
- Strongly preferred: attended the lecture Real-time Graphics (We will however provide the slides and demos of that lecture)
- Strongly preferred: Knowledge of OpenGL
- Nice to have: attended Geometry Processing or Global Illumination and Image-based Rendering
Examples of what your team could implement
- Graphics Effects like complex materials (e.g. relief mapping) and post processing effects (e.g. glow, deferred lighting, motion blur, reflection)
- Procedural Generation of objects, scenes, and worlds
- Precomputed Global Illumination (e.g. Precomputed Radiance Transfer)
- Destructible terrain (either 3D or 2D with a 3D rendering)
- Terrain Rendering with sophisticated level of detail techniques
- Simulations (Fluids, Particles, Deformables, ...)
- Physics Sandbox (like in the game Besiege)
- Mesh cutting mechanics (like in the game Metal Gear Rising - Revengeance)
What we will provide:
- GLOW - a very convenient OpenGL wrapper allowing for a smooth OpenGL experience
- GLOW samples - implementations of several graphics effects
- Slides and material from the Real-time Graphics lecture
- A simple framework with input handling and basic rendering
- Accounts for the machines in our lab (you are free to use your own computers though)
Examples from former GameProgramming courses
Image sources
- Metal Gear Rising - Revengeance
- Besiege